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Full source <CORE>/ShaderLibrary/API/GLES3.hlsl HLSL 207 lines 140 symbols 0 includes Hide source Show source
GLES3.hlsl <CORE>/ShaderLibrary/API/GLES3.hlsl
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<CORE>/ShaderLibrary/API/GLES3.hlsl full source

#ifndef SHADER_API_GLES3
#error GLES.hlsl should not be included if SHADER_API_GLES3 is not defined
#endif

#define UNITY_NEAR_CLIP_VALUE (-1.0)

// This value will not go through any matrix projection convertion
#define UNITY_RAW_FAR_CLIP_VALUE (1.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define INSTANCEID_SEMANTIC SV_InstanceID
#if defined(UNITY_COMPILER_DXC)
       #define FRONT_FACE_SEMANTIC SV_IsFrontFace
       #define FRONT_FACE_TYPE bool
       #define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))
#else
#define FRONT_FACE_SEMANTIC VFACE
#define FRONT_FACE_TYPE float
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK))
#endif

#define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 3.0

#define CBUFFER_START(name) cbuffer name {
#define CBUFFER_END };


// flow control attributes
#define UNITY_BRANCH        [branch]
#define UNITY_FLATTEN       [flatten]
#define UNITY_UNROLL        [unroll]
#define UNITY_UNROLLX(_x)   [unroll(_x)]
#define UNITY_LOOP          [loop]

// GLES 3.1 + AEP shader feature https://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html
#if (SHADER_TARGET >= 50)
#define GLES3_1_AEP 1
#else
#define GLES3_1_AEP 0
#endif

// GLES3 causes a performance regression in some devices when using CBUFFER.
// WebGL needs to put LightShadow uniforms into a uniform buffer,
// despite being a GLES3 API. Some mobile devices, such as Adreno GPUs,
// have a small GL_MAX_FRAGMENT_UNIFORM_VECTORS limit, causing Lit shaders
// to fail on those devices. https://jira.unity3d.com/browse/UUM-87232
#if !defined(UNITY_PLATFORM_WEBGL)
#define LIGHT_SHADOWS_NO_CBUFFER
#endif

// Initialize arbitrary structure with zero values.
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
#define ZERO_INITIALIZE(type, name) name = (type)0;
#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }

// Texture util abstraction

#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)

// Texture abstraction

#define TEXTURE2D(textureName)                  Texture2D textureName
#define TEXTURE2D_ARRAY(textureName)            Texture2DArray textureName
#define TEXTURECUBE(textureName)                TextureCube textureName
#define TEXTURECUBE_ARRAY(textureName)          TextureCubeArray textureName
#define TEXTURE3D(textureName)                  Texture3D textureName

#define TEXTURE2D_FLOAT(textureName)            Texture2D<float4> textureName
#define TEXTURE2D_ARRAY_FLOAT(textureName)      Texture2DArray<float4> textureName
#define TEXTURECUBE_FLOAT(textureName)          TextureCube<float4> textureName
#define TEXTURECUBE_ARRAY_FLOAT(textureName)    TextureCubeArray<float4> textureName
#define TEXTURE3D_FLOAT(textureName)            Texture3D<float4> textureName

#define TEXTURE2D_HALF(textureName)             Texture2D<half4> textureName
#define TEXTURE2D_ARRAY_HALF(textureName)       Texture2DArray<half4> textureName
#define TEXTURECUBE_HALF(textureName)           TextureCube<half4> textureName
#define TEXTURECUBE_ARRAY_HALF(textureName)     TextureCubeArray<half4> textureName
#define TEXTURE3D_HALF(textureName)             Texture3D<half4> textureName

#define TEXTURE2D_SHADOW(textureName)           TEXTURE2D(textureName)
#define TEXTURE2D_ARRAY_SHADOW(textureName)     TEXTURE2D_ARRAY(textureName)
#define TEXTURECUBE_SHADOW(textureName)         TEXTURECUBE(textureName)
#define TEXTURECUBE_ARRAY_SHADOW(textureName)   TEXTURECUBE_ARRAY(textureName)

#define TYPED_TEXTURE2D(type, textureName)       Texture2D<type> textureName
#define TYPED_TEXTURE2D_ARRAY(type, textureName) Texture2DArray<type> textureName
#define TYPED_TEXTURE3D(type, textureName)       Texture3D<type> textureName

#if SHADER_AVAILABLE_RANDOMWRITE
#define RW_TEXTURE2D(type, textureName)          RWTexture2D<type> textureName
#define RW_TEXTURE2D_ARRAY(type, textureName)    RWTexture2DArray<type> textureName
#define RW_TEXTURE3D(type, textureName)          RWTexture3D<type> textureName
#else
#define RW_TEXTURE2D(type, textureName)          ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D)
#define RW_TEXTURE2D_ARRAY(type, textureName)    ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray)
#define RW_TEXTURE3D(type, textureName)          ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D)
#endif

#define SAMPLER(samplerName)                    SamplerState samplerName
#define SAMPLER_CMP(samplerName)                SamplerComparisonState samplerName
#define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue

#define TEXTURE2D_PARAM(textureName, samplerName)                 TEXTURE2D(textureName),         SAMPLER(samplerName)
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName)           TEXTURE2D_ARRAY(textureName),   SAMPLER(samplerName)
#define TEXTURECUBE_PARAM(textureName, samplerName)               TEXTURECUBE(textureName),       SAMPLER(samplerName)
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName)         TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName)
#define TEXTURE3D_PARAM(textureName, samplerName)                 TEXTURE3D(textureName),         SAMPLER(samplerName)

#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName)          TEXTURE2D(textureName),         SAMPLER_CMP(samplerName)
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName)    TEXTURE2D_ARRAY(textureName),   SAMPLER_CMP(samplerName)
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName)        TEXTURECUBE(textureName),       SAMPLER_CMP(samplerName)
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName)  TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName)

#define TEXTURE2D_ARGS(textureName, samplerName)                textureName, samplerName
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName)          textureName, samplerName
#define TEXTURECUBE_ARGS(textureName, samplerName)              textureName, samplerName
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName)        textureName, samplerName
#define TEXTURE3D_ARGS(textureName, samplerName)                textureName, samplerName

#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName)         textureName, samplerName
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName)   textureName, samplerName
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName)       textureName, samplerName
#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName

#define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2)                               textureName.Sample(samplerName, coord2)
#define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod)                      textureName.SampleLevel(samplerName, coord2, lod)
#define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias)                    textureName.SampleBias(samplerName, coord2, bias)
#define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy)                textureName.SampleGrad(samplerName, coord2, ddx, ddy)
#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index)                  textureName.Sample(samplerName, float3(coord2, index))
#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod)         textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias)       textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
#define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3)                             textureName.Sample(samplerName, coord3)
#define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod)                    textureName.SampleLevel(samplerName, coord3, lod)
#define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias)                  textureName.SampleBias(samplerName, coord3, bias)

#if SHADER_AVAILABLE_CUBEARRAY
#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index)           textureName.Sample(samplerName, float4(coord3, index))
#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod)  textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias)
#else
#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index)           ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY)
#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod)  ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD)
#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS)
#endif

#define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3)                          textureName.Sample(samplerName, coord3)
#define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod)                 textureName.SampleLevel(samplerName, coord3, lod)

#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2)                               PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod)                      PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias)                    PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy)              PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index)                  PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index)
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod)         PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias)       PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias)
#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3)                             PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod)                    PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias)                  PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index)                PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index)
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod)       PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)     PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3)                               PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3)
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod)                      PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod)

#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3)                   textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index)      textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4)                 textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w)
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index)    textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w)

#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2)                      SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod)             SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r

#define LOAD_TEXTURE2D(textureName, unCoord2)                                       textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod)                              textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex)                     textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index)                          textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex)        textureName.Load(int3(unCoord2, index), sampleIndex)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod)                 textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3)                                       textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod)                              textureName.Load(int4(unCoord3, lod))

#if SHADER_TARGET >= 45
#define PLATFORM_SUPPORT_GATHER
#define GATHER_TEXTURE2D(textureName, samplerName, coord2)                  textureName.Gather(samplerName, coord2)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index)     textureName.Gather(samplerName, float3(coord2, index))
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3)                textureName.Gather(samplerName, coord3)
#if SHADER_AVAILABLE_CUBEARRAY
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index)   textureName.Gather(samplerName, float4(coord3, index))
#else
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index)   ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY)
#endif
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2)              textureName.GatherRed(samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2)            textureName.GatherGreen(samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2)             textureName.GatherBlue(samplerName, coord2)
#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2)            textureName.GatherAlpha(samplerName, coord2)
#else
#define GATHER_TEXTURE2D(textureName, samplerName, coord2)                  ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index)     ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY)
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3)                ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE)
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index)   ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY)
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2)              ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2)            ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2)             ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D)
#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2)            ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D)
#endif